﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace BeatingMole
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        #region "Loading Game"
        CGuiLoadingGame _cguiLoadingGame;
        #endregion
        #region "Enemy"
        //CInfoEnemy1 _infoEnemy1;
        //CGuiEnemy _cguiEnemy;
        #endregion
        #region "Items"
        #endregion
        #region "Menu"
        CGuiMenu _cguiMenu;
        #endregion
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);            
            Content.RootDirectory = "Content";
            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);
            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 480;            
            this.Window.Title = "Beating Mole Game XNA - Windows Phone";
            this.graphics.IsFullScreen = true;
            this.IsMouseVisible = false;
            this.graphics.ApplyChanges();
        }

        private void ManagerGui(bool Value)
        {
            _cguiLoadingGame.IsEnableGui = Value;
            _cguiMenu.IsEnableGui = !Value;
        }


        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here
            #region "Map"
            _cguiLoadingGame = new CGuiLoadingGame(Content, spriteBatch, null);
            #endregion
            #region "Menu"
            _cguiMenu = new CGuiMenu(Content);
            #endregion
            #region "Character"
            //_cguiCharacter = new CGuiCharacter(Content);
            #endregion
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            //TODO : Dừng Pause Game tại đây .
            //Code by Nguyễn Đặng Anh Duy
            //MSSV : 11100204
            //Email : itc.anhduy@gmail.com
            
            if (CGlobalVariable.IsGameOver == false)
            {
                if (CGlobalVariable.IsPauseGame == false)
                {
                    _cguiLoadingGame.UpdateMap(gameTime);
                }
                // TODO: Add your update logic here
                _cguiLoadingGame.ResumeGame(gameTime);
                _cguiMenu.UpdateMenu(gameTime);
            }
            ManagerGui(CGlobalVariable.IsStartPlay);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            _cguiLoadingGame.Draw(spriteBatch);
            _cguiMenu.DrawMenu(spriteBatch);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
